Difference between revisions of "Scrolling shooter"

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[[Image:1942 - ARC - Screenshot - Stage 1.png|thumb|256x256px|An early scrolling shooter, ''[[1942 (video game)|1942]]''.]]
 
[[Image:1942 - ARC - Screenshot - Stage 1.png|thumb|256x256px|An early scrolling shooter, ''[[1942 (video game)|1942]]''.]]
  
A '''scrolling shooter''' is a genre of [[video game]] and an extension the classic 2D [[shooter (genre)|shooter]] genre. In scrolling shooters, the player controls a character in the game (frequently represented as a space ship, plane, etc.) which they view from a third-person perspective, and are able to maneuver it around the screen shooting at enemies as the background scrolls behind them. The earliest scrolling shooters were just classic 2D shooters with pixel stars or background sprites that flew past the player, creating the illusion of movement, but, as they progressed, full scrolling backgrounds were added. This was entirely cosmetic, but, as the genre became more defined, the designers introduced new mechanics that aren't present in non-scrolling shooters, like the ability to become crushed as the backgrounds moved off the screen.
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A '''scrolling shooter''' is a sub-genre of the [[shooter]] [[video game]] where the player controls a character in the game (frequently represented as a space ship, plane, etc.) which they view from a third-person perspective, and are able to maneuver it around the screen shooting at enemies as the background scrolls behind them. The earliest scrolling shooters were just classic shooters with pixel stars or background sprites that flew past the player, creating the illusion of movement, but, as they progressed, full scrolling backgrounds were added. This was entirely cosmetic, but, as the genre became more defined, the designers introduced new mechanics that aren't present in non-scrolling shooters, like the ability to become crushed as the backgrounds moved off the screen.
  
The scrolling shooter is one of the earlier video game genres showing up with titles like ''[[Avenger (video game)|Avenger]]'' (1975), ''[[Ozma Wars]]'' (1979), and ''[[Scramble]]'' (1981).
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==History==
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The scrolling shooter is one of the earlier video game genres. Prototypes began showing up in the 1970s with titles like ''[[Avenger (video game)|Avenger]]'' (1975) and ''[[Ozma Wars]]'' (1979), but these didn't feature true maps, just objects that would zoom past the player's ship giving the illusion of scrolling. Pseudo-maps were implemented in games like ''[[Defender]]'' and ''[[Vanguard]]'', both released in 1981, which helped the illusion, but it wasn't until the release of titles like ''[[Scramble]]'' (1981) and ''[[Xevious]]'' (1982) that the genre we knew today was finally cemented.
  
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Scrolling shooters expanded into a large variety of sub-genres like [[cute-em-up]] and [[bullet hell]], and merged with other other genres to create hybrids like the [[platform shooter]].
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==Personal==
 
One of the very first video games I ever saw, ''[[River Raid]]'', was a scrolling shooter, and it helped cement my love for the genre for many years. Also, scrolling shooters are pretty easy to program, so I have written several scrolling shooter engines in various programming languages. However, I now view scrolling shooters to be a rather inferior genre. Generally what ends up happening in most of them is the difficulty ramps up by increasing the number of enemies and bullets, so the games are based almost entirely on twitchy reflexes and memorization of when and where enemies spawn to kill them before they fill the screen with bullets. I prefer scrolling shooters that incorporate adventure or strategy elements like ''[[Raptor: Call of the Shadows]]'' which includes the accumulation of money and buying ship upgrades to make subsequent levels a little easier.
 
One of the very first video games I ever saw, ''[[River Raid]]'', was a scrolling shooter, and it helped cement my love for the genre for many years. Also, scrolling shooters are pretty easy to program, so I have written several scrolling shooter engines in various programming languages. However, I now view scrolling shooters to be a rather inferior genre. Generally what ends up happening in most of them is the difficulty ramps up by increasing the number of enemies and bullets, so the games are based almost entirely on twitchy reflexes and memorization of when and where enemies spawn to kill them before they fill the screen with bullets. I prefer scrolling shooters that incorporate adventure or strategy elements like ''[[Raptor: Call of the Shadows]]'' which includes the accumulation of money and buying ship upgrades to make subsequent levels a little easier.
  
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* '''Side-view''': You view everything from the side. Examples: ''[[Defender]]'', ''[[Scramble]]''.
 
* '''Side-view''': You view everything from the side. Examples: ''[[Defender]]'', ''[[Scramble]]''.
 
* '''Top-down''': You see everything as though you're above, looking down. Examples: ''[[1942 (video game)|1942]]'', ''[[Raiden]]'', ''[[Xevious]]''.
 
* '''Top-down''': You see everything as though you're above, looking down. Examples: ''[[1942 (video game)|1942]]'', ''[[Raiden]]'', ''[[Xevious]]''.
* '''Over-the-shoulder''': Your view is behind your character, looking past them. Examples: ''[[Space Harrier]]''.
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* '''Over-the-shoulder''': Your view is behind your character, looking past them. Examples: ''[[Space Harrier]]'', ''[[Silpheed: Super Dogfighter]]''.
 
* '''Isometric''': You're viewing the scene from a diagonal perspective. Examples: ''[[Zaxxon]]''.
 
* '''Isometric''': You're viewing the scene from a diagonal perspective. Examples: ''[[Zaxxon]]''.
* '''Unique''': Some games feature a rather unique perspective like ''[[Silpheed: Super Dogfighter]]'', which uses a behind and slightly above angle.
 
  
 
Some games change the perspective throughout the game, like ''[[Life Force]]'' which alternates between side-view and top-down as you proceed through the levels.
 
Some games change the perspective throughout the game, like ''[[Life Force]]'' which alternates between side-view and top-down as you proceed through the levels.
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* '''Straight (horizontal or vertical)''': The screen scrolls in a single direction, either horizontally or vertically. Examples: ''[[Gradius]]'', ''[[Raiden]]'', ''[[Scramble]]''.
 
* '''Straight (horizontal or vertical)''': The screen scrolls in a single direction, either horizontally or vertically. Examples: ''[[Gradius]]'', ''[[Raiden]]'', ''[[Scramble]]''.
 
* '''Diagonal''': The screen scrolls both horizontally and vertically at the same time. Examples: ''[[Zaxxon]]''.
 
* '''Diagonal''': The screen scrolls both horizontally and vertically at the same time. Examples: ''[[Zaxxon]]''.
* '''360 Degrees''': The screen scrolls in all directions based on player movement. Examples: ''[[Raid On Bungeling Bay]]''.
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* '''360 Degrees''': The screen scrolls in all directions based on player movement. Examples: ''[[Raid on Bungeling Bay]]''.
  
 
Some games alternate the scrolling direction like ''[[Vanguard]]'' which changes between horizontal, vertical, and diagonal.
 
Some games alternate the scrolling direction like ''[[Vanguard]]'' which changes between horizontal, vertical, and diagonal.
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==Games==
 
==Games==
These are scrolling shooters that are important to me. For the complete list, see [[:Category:Video Game Genre - Scrolling Shooter|the category]].
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These are scrolling shooters that are important to me. For the complete list, see [[:Category:Video Game Genre - Scrolling shooter|the category]].
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
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| ''[[Section-Z (NES)|Section-Z]]'' (NES) || 1987-05-25 || Side-view || Horizontal || Automatic || Adds exploration elements.
 
| ''[[Section-Z (NES)|Section-Z]]'' (NES) || 1987-05-25 || Side-view || Horizontal || Automatic || Adds exploration elements.
 
|-
 
|-
| ''[[Silpheed: Super Dogfighter]]'' || 1986-12-05 || Unique || Vertical || Automatic || Uses a pseudo-3D perspective.
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| ''[[Silpheed: Super Dogfighter]]'' || 1986-12-05 || Over-the-shoulder || Vertical || Automatic || Uses a pseudo-3D perspective.
 
|-
 
|-
 
| ''[[Sopwith]]'' || 1984-??-?? || Side-view || Horizontal || Partial ||  
 
| ''[[Sopwith]]'' || 1984-??-?? || Side-view || Horizontal || Partial ||  
 
|-
 
|-
| ''[[Spy Hunter]]'' || 1983-??-?? || Top-down || Vertical || Complete || A less-common driving game.
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| ''[[Spy Hunter]]'' || 1983-??-?? || Top-down || Vertical || Complete || Uses a less-common driving theme.
 
|-
 
|-
 
| ''[[Vanguard]]'' || 1981-??-?? || Side, top || Horz, vert, diagonal || Automatic ||  
 
| ''[[Vanguard]]'' || 1981-??-?? || Side, top || Horz, vert, diagonal || Automatic ||  

Latest revision as of 17:17, 25 January 2024

An early scrolling shooter, 1942.

A scrolling shooter is a sub-genre of the shooter video game where the player controls a character in the game (frequently represented as a space ship, plane, etc.) which they view from a third-person perspective, and are able to maneuver it around the screen shooting at enemies as the background scrolls behind them. The earliest scrolling shooters were just classic shooters with pixel stars or background sprites that flew past the player, creating the illusion of movement, but, as they progressed, full scrolling backgrounds were added. This was entirely cosmetic, but, as the genre became more defined, the designers introduced new mechanics that aren't present in non-scrolling shooters, like the ability to become crushed as the backgrounds moved off the screen.

History

The scrolling shooter is one of the earlier video game genres. Prototypes began showing up in the 1970s with titles like Avenger (1975) and Ozma Wars (1979), but these didn't feature true maps, just objects that would zoom past the player's ship giving the illusion of scrolling. Pseudo-maps were implemented in games like Defender and Vanguard, both released in 1981, which helped the illusion, but it wasn't until the release of titles like Scramble (1981) and Xevious (1982) that the genre we knew today was finally cemented.

Scrolling shooters expanded into a large variety of sub-genres like cute-em-up and bullet hell, and merged with other other genres to create hybrids like the platform shooter.

Personal

One of the very first video games I ever saw, River Raid, was a scrolling shooter, and it helped cement my love for the genre for many years. Also, scrolling shooters are pretty easy to program, so I have written several scrolling shooter engines in various programming languages. However, I now view scrolling shooters to be a rather inferior genre. Generally what ends up happening in most of them is the difficulty ramps up by increasing the number of enemies and bullets, so the games are based almost entirely on twitchy reflexes and memorization of when and where enemies spawn to kill them before they fill the screen with bullets. I prefer scrolling shooters that incorporate adventure or strategy elements like Raptor: Call of the Shadows which includes the accumulation of money and buying ship upgrades to make subsequent levels a little easier.

Variables

There are several different variables which can affect how the scrolling shooter plays out.

Perspective

Scrolling shooters all use a third-person perspective, but the direction they view the player's character can change.

Some games change the perspective throughout the game, like Life Force which alternates between side-view and top-down as you proceed through the levels.

Scrolling Direction

  • Straight (horizontal or vertical): The screen scrolls in a single direction, either horizontally or vertically. Examples: Gradius, Raiden, Scramble.
  • Diagonal: The screen scrolls both horizontally and vertically at the same time. Examples: Zaxxon.
  • 360 Degrees: The screen scrolls in all directions based on player movement. Examples: Raid on Bungeling Bay.

Some games alternate the scrolling direction like Vanguard which changes between horizontal, vertical, and diagonal.

Automatic Scrolling

Some scrolling shooters automatically scroll the background without the player's influence, while others allow the player to have partial or complete control of the scrolling.

  • Automatic: The screen scrolls without player control. Examples: 1942.
  • Partial Control: The player has some control over the scrolling, but can never stop it. Examples: River Raid.
  • Complete Control: The player can completely control when scrolling occurs. Examples: Defender.

Sub-genres

There are sub-genres to scrolling shooters as well which are based primarily on the content.

  • Bullet Hell: These games feature an obscene amount of bullets being shot all over the screen that the player must avoid. Examples: DonPachi, Toho.
  • Cute 'Em Up: Named as a play on "shoot 'em up," these are shooters which use cutesy graphics. Examples: Parodius, TwinBee.

Games

These are scrolling shooters that are important to me. For the complete list, see the category.

Title Released Perspective Direction Scrolling Notes
Defender 1981-??-?? Side-view Horizontal Complete
Guerrilla War (NES) 1988-12-26 Top-down Vert, horz Complete A run-and-gun style, but not a platform shooter.
Life Force 1986-07-04 Side, top Horz, vert Automatic
Raiden 1990-??-?? Top-down Vertical Automatic
Raptor: Call of the Shadows 1994-04-01 Top-down Vertical Automatic Uses money and upgrade systems.
River Raid 1982-??-?? Top-down Vertical Partial The very first video game I can remember seeing.
Section-Z (NES) 1987-05-25 Side-view Horizontal Automatic Adds exploration elements.
Silpheed: Super Dogfighter 1986-12-05 Over-the-shoulder Vertical Automatic Uses a pseudo-3D perspective.
Sopwith 1984-??-?? Side-view Horizontal Partial
Spy Hunter 1983-??-?? Top-down Vertical Complete Uses a less-common driving theme.
Vanguard 1981-??-?? Side, top Horz, vert, diagonal Automatic

Links

Link-Wikipedia.png  Link-MobyGames.png